/*
Copyright (c) [2019年5月1日] [吴超]
[MBT_studio] is licensed under Mulan PSL v2.
You can use this software according to the terms and conditions of the Mulan PSL v2.
You may obtain a copy of Mulan PSL v2 at:
		 http://license.coscl.org.cn/MulanPSL2
THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND,
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT,
MERCHANTABILITY OR FIT FOR A PARTICULAR PURPOSE.
See the Mulan PSL v2 for more details.
*/
#pragma once


#include "../../S_物体.h"
#include "../../../面/面.h"



struct S_模型 : public S_物体 {
	S_Mesh*			m_网格;
	//S_渲染参数		m_渲染参数;
	float32			m_线宽;
	//S_Mesh操作	f_getMesh();
	

	S_模型(uint32 key=0, S_Mesh* mesh=0);
	~S_模型();

	void		f_启用物理状态();


	void		f_set位置(const vec3* xyz, uint32 num);


	void		f_Update(S_渲染参数& c);
	void		f_绘制(S_渲染参数& 参数);

	void		f_set矩阵(const Mat44f* mat);
	void		f_set矩阵mt(const Mat44f* mat);

	std::vector<S_物体*>		f_创建实例(uint32 num);
	
};











/*struct S_GL立即绘制模型 : public S_物体 {
	S_Mesh*		m_网格;
	float32		m_线宽;


	S_GL立即绘制模型(uint32 key = 0);
	~S_GL立即绘制模型();


	void		f_set位置(const vec3* xyz, uint32 num);

	void		f_Update(S_渲染参数& c);
	//void		f_Update(S_Object* 摄像机);
	void		f_绘制(S_渲染参数& 参数);

	void		f_set矩阵(const Mat44f* mat);
	void		f_set矩阵mt(const Mat44f* mat);





	void glBegin(E_填充模式 模式);
	void glEnd();

	void glVertex(const vec3& v);
	void glColor(const S_RGBA8UI& c);
	void glNormal(const vec3& n);
	void glCoord(const vec2& t);

};*/






